Bevy ECS
Structure a Bevy game in Rust around the Entity Component System: the App and
plugins, components and resources, systems with queries, scheduling, and
frame-rate-independent updates. New examples target Bevy 0.19. If the project
already pins another release, keep that release and use its matching migration guide.
When to use
- Use when wiring a Bevy
App, definingComponent/Resourcetypes, writing systems that query entities, ordering/filtering systems, or fixing borrow-conflict panics and frame-dependent movement. - Use when
Cargo.tomldepends onbevyand code callsApp::new(),add_systems,Query, orCommands.
When not to use: this is the ECS core. Deep rendering, custom shaders/
pipelines, UI layout, and audio are separate concerns. For engine-agnostic AI or
procedural algorithms, pair with game-ai / procedural-gen.
Core workflow
- Detect and pin the version. Read
Cargo.tomlandCargo.lockfirst. For a new project usebevy = "0.19"; never silently migrate an existing project across a Bevy minor release. Treat the matching docs and migration guides as truth. - Build the
App.App::new().add_plugins(DefaultPlugins)gives windowing, input, rendering, time, etc. Register systems into schedules:Startup(once) andUpdate(every frame). - Model data as components, globals as resources.
#[derive(Component)]for per-entity data;#[derive(Resource)]for one-of-a-kind data (score, settings, theTimeclock). In 0.19ResourceextendsComponent, so do not derive both. - Write systems as plain functions. Parameters declare data access:
Query<...>for entities,Res<T>/ResMut<T>for resources,Commandsfor deferred spawn/despawn. Systems run in parallel when their accesses don't conflict. - Drive motion by
time.delta_secs()so speed is frame-rate independent. - Order only what must be ordered with
.chain()or explicit constraints; gate systems withrun_if. Group related setup intoPlugins. Build withcargo runand read the panics — Bevy reports conflicting queries at startup.
Patterns
1. Cargo.toml + minimal App
toml# Cargo.toml — pin the version; the API differs across minor releases. [dependencies] bevy = "0.19"
rust// main.rs use bevy::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) // window, input, render, time, ... .add_systems(Startup, setup) // runs once at startup .add_systems(Update, move_players) // runs every frame .run(); }
2. Components, resources, and spawning
rust#[derive(Component)] struct Player; #[derive(Component)] struct Velocity(Vec2); #[derive(Resource)] struct Score(u32); fn setup(mut commands: Commands) { commands.insert_resource(Score(0)); // Camera2d is a component with required components (bundles removed in 0.16); // spawning it pulls in Transform, Camera, etc. automatically. commands.spawn(Camera2d); // Spawn an entity as a tuple of components. commands.spawn(( Player, Velocity(Vec2::new(150.0, 0.0)), Transform::from_xyz(0.0, 0.0, 0.0), )); }
3. A system with a query + the Time resource
rust// Iterate every entity that has BOTH Velocity and Transform; mutate Transform. fn move_players(time: Res<Time>, mut query: Query<(&Velocity, &mut Transform)>) { for (velocity, mut transform) in &mut query { // delta_secs() is f32 seconds (renamed from delta_seconds() in 0.16). transform.translation += velocity.0.extend(0.0) * time.delta_secs(); } }
4. Query filters (With / Without / Changed)
rust// Only entities tagged Player (the Player component itself isn't read). fn aim_player(mut q: Query<&mut Transform, With<Player>>) { /* ... */ } // Disjoint two mutable Transform queries so they don't conflict at runtime. fn separate( mut players: Query<&mut Transform, With<Player>>, mut enemies: Query<&mut Transform, Without<Player>>, ) { /* ... */ } // React only when Health changed since last run (change detection). fn on_health_change(q: Query<&Health, Changed<Health>>) { for health in &q { /* update the HUD, etc. */ } }
5. Resources: read and write
rustfn add_points(mut score: ResMut<Score>) { score.0 += 10; // ResMut = write access } fn show_score(score: Res<Score>) { info!("score: {}", score.0); // Res = read access }
6. Ordering, run conditions, and plugins
rustfn main() { App::new() .add_plugins((DefaultPlugins, GameplayPlugin)) // .chain() forces order: damage resolves before death is checked. .add_systems(Update, (apply_damage, check_deaths).chain()) // run_if gates a system on a condition each frame. .add_systems(Update, spawn_wave.run_if(wave_timer_finished)) .run(); } struct GameplayPlugin; impl Plugin for GameplayPlugin { fn build(&self, app: &mut App) { app.insert_resource(Score(0)) .add_systems(Startup, setup) .add_systems(Update, (move_players, add_points)); } }
Pitfalls
delta_seconds()not found → it was renamed totime.delta_secs()(andelapsed_secs()) in 0.16. Using the old name fails to compile.- Movement speed scales with frame rate → multiply per-frame changes by
time.delta_secs(). Never assume a fixed frame time. - Panic: "conflicting accesses" / "&mut T and &mut T" → two
Querys in one system both write the same component, or one reads while another writes overlapping entities. Make them disjoint withWith/Without, or useParamSet. Camera2dBundle/SpriteBundlenot found → bundles were deprecated in 0.15 and removed in 0.16. Spawn the components directly (Camera2d,Sprite,Transform); required components fill in the rest.- "trait
Componentis not implemented" → you forgot#[derive(Component)](or#[derive(Resource)]for a resource). - Spawned entity not visible to a later query in the same frame →
Commandsare deferred and applied at the next sync point. Read the entity in a subsequent system, not the one that spawned it. - System order assumed but not enforced → systems run in parallel by default.
If
Bmust followA, add(A, B).chain()or an explicit ordering constraint. - Deriving both
ResourceandComponentin 0.19 →Resourcenow extendsComponent; deriveResourcealone to avoid conflicting implementations. - Copy-pasting older Bevy snippets → APIs shift between minor versions. The buffered event system became the message system in recent releases. Verify against the docs and migration guide for your pinned version; don't mix versions.
References
- For schedules and
SystemSetordering,States/OnEnter/OnExit, change detection,Commandslifecycle and sync points,ParamSetfor conflicting queries, and a version note on the events/observers API, readreferences/queries-and-scheduling.md.
Related skills
game-ai— FSMs/behavior trees/steering as portable concepts to implement in ECS.procedural-gen— noise/RNG/generation algorithms to drive from systems.pygame-core/love2d-core— lighter-weight engines for smaller projects.


